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#31
Colonial Space Map Discussion / Re: Custom Map #11664: CSM B-2...
Last post by toolforger - January 01, 2026, 01:24:48 PM
Um... how do I connect the upgradable emitters?
Tried left-clicks, right-clicks, waiting for level-10 AC, waiting for level-10 power, putting relais directly near them, nothing worked.

The energizer did work, but that's not "connecting" and it cannot reach all upgradable emitters anyway.
#32
Colonial Space Map Discussion / Custom Map #11664: CSM B-21 Ha...
Last post by AutoPost - January 01, 2026, 09:15:41 AM
This topic is for discussion of map #11664: CSM B-21 Happy New Year 2026


Author: builder17
Size: 99x99

Desc:
This map introduces ore-upgrading for AC emitters. Connect to them and send some AC from your command node to upgrade. AC requirement for each upgrade is slightly increased. 1 terrain height = 10 creeper Click the Help Bar on the left side for help on that topic. Or just move your mouse over the icons to find the objects of that kind. #CSM #EdgeConnection #UnitSpawner
#33
Colonial Space Map Discussion / Custom Map #11663: Sequins 1 P...
Last post by AutoPost - December 31, 2025, 06:12:26 PM
This topic is for discussion of map #11663: Sequins 1 PAC


Author: IronJohnLogan
Size: 256x256

Desc:
Sequins PAC 1 for New Years 2026 EASY #PlayAsCreeper #GuppyPacDefence
#34
Colonial Space Map Discussion / Re: Custom Map #48: Natlan
Last post by Johnny Haywire - December 31, 2025, 12:26:10 PM
Wow, this is a great map! Dunno how I missed this map back in the day but it's a great challenge.

Since the difficulty is maybe 8/10, I wouldn't recommend this if you're not a skilled player.

I landed in the middle section, but that might not be the only place you can land and set up shop.

*Warning: this topic has not been posted in for at least... 8 years* lol

Thanks for the map! =)
#35
Farsite Colonies / Custom Map #5935: Good Luck. ...
Last post by AutoPost - December 31, 2025, 08:09:32 AM
This topic is for discussion of map #5935: Good Luck


Author: Bob
Size: 320x200
DISCUSS ON DISCORD
#36
Colonial Space Map Discussion / Re: Custom Map #11645: Decorat...
Last post by Tamohl - December 30, 2025, 09:08:43 PM
Thanks for enjoying my map!

I agree that I enjoy this version much better than the first ('Decorating the Tree'). The first is certainly more of an easy, just have some fun kind of map (and has a shortcut element for anyone with good eyes) but this map takes them all away. It's a tight start, but I found building straight power until just before the spores start launching then like 10 beams on the first half gets me through it. Priority is to actually expand to the other half so the spores don't focus down that left side, as eventually they will overwhelm the beams.

When I was first trying to solve this map, I had the same trouble too with getting a foothold at the start of the tree, but shields are certainly the answer.

I too enjoy maps with forges, mostly because the firing range is actually horrible at level 0 I can't stand it, but since the whole map basically is power zones after the first push it's not very noticeable here.

-Tamohl
#37
Colonial Space Map Discussion / Re: Custom Map #11640: Guppy A...
Last post by Johnny Haywire - December 30, 2025, 07:55:04 PM
Another fun challenge - a bit laggy but that's to be expected I suppose. The shields look really cool - I like how they overlap and how they look like flowers.

The bases are well-defended but there's plenty of ammunition available to use. Well-balanced battle.

Thanks for the map! =)
#38
Colonial Space Map Discussion / Re: Custom Map #6484: Island D...
Last post by Johnny Haywire - December 30, 2025, 11:37:31 AM
LOL, probably.

My times are typically longer because I almost never pause the game unless absolutely necessary. I only go for fastest time when it's like a speedrun or something. I prefer more of a real-time strategy feel which is a bit more realistic in battle, and takes less real-life time.

I used to run the maps on about 10x speed, using a mod like Cheat Engine to speed it up, but my gaming computer died and my security software on this computer doesn't like CE so I'm just poking around at 4x speed these days.

Glad you were able to beat the map, and feel free to post in forums if ya ever need some help with a map.

Cheers =)
#39
Colonial Space Map Discussion / Re: Custom Map #11645: Decorat...
Last post by Johnny Haywire - December 30, 2025, 11:25:15 AM
Color me impressed!

I can't ever remember doing a map quite like this. While I prefer maps with a forge and AC, either of those elements would just about eliminate the challenge in this case. I can see a lot of newer players really struggling with this one.

1) Build up enough energy to power up about 20 beams at the start, and keep building power & beams while making sure to keep the creeper in the middle subdued with a mortar or two.
2) Gain a foothold on the main section, which is elevated. I found this to be the most difficult part of the map but also the most interesting.
3) Capture your first two power zones. Once you've got that, you've got this.

I sometimes complain about the general uselessness of shields, which are generally almost useless. However, I found them to be very effective in taking the higher ground. Typically, I'd rely on mortars & blasters but the creep isn't deep and slow here, it's shallow and fast. Since shields ignore elevation, I found them to be a perfect solution in taking the high ground. If only Anakin had thought to use shields...

Brilliantly executed design here, Tamohl - I hope you make more of these!

Thanks for the map!! =)